Create Hand Animation in 1 Hour | Nodiken 3D | Skillshare

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Create Hand Animation in 1 Hour

teacher avatar Nodiken 3D, 3D Artist and Animator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction Class

      1:50

    • 2.

      Modeling The Hand

      5:23

    • 3.

      Addin The Bone

      5:38

    • 4.

      Rigging The Character

      8:14

    • 5.

      Modeling Eyes, Mouth and Tooth

      10:37

    • 6.

      Time for Animation

      15:56

    • 7.

      Materials, Lights and Final Render Settings

      13:48

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About This Class

Hello and welcome to the new blender course! My name is Dino and in this course, I will show you how to model rig, and animate hand character using Blender.
We are going to cover all the basic and beginner steps on how to create simple character animation in Blender.
Firstly we will start modeling the character and for that, we will need to use some of the modifiers and also simple meshes.
Once we finish modeling the hand we will add the bone that is peeking out of hand.


Once the model is done with all its features we will then cover the first steps on how you can rigg your character and how to attach rigg that we will create to the mesh.

After we are done rigging our model we will then start the animating process.

Firstly we will set our camera to the scene which we will then render out and after that, we will animate the impatience movement of the hand by adding keyframes to the dope sheet.
After we finish animating our model it's going to be time for the materials for which we will use basic materials and later to see the character in its fullest light we will import HDRI and we will finish the course.
In the end, we will play around with the final render settings and at the end, you will have amazing animated characters done in less than 1 Hour.
You will be able to animate it further and post it to your social media or share it with your friends.
This course is mainly for beginners because we will cover all beginner steps on how to create a fully functional character but if you are an advanced 3d artist it can be helpful for a quick exercise.

Have fun and enjoy let's hop on to the videos guys!

Meet Your Teacher

Teacher Profile Image

Nodiken 3D

3D Artist and Animator

Teacher

Hey there! I'm a 3D artist and animator with love for teaching and a passion for helping others learn and grow in this incredible field. With over 80 different courses under my belt, I've had the opportunity to work with a wide range of students and help them achieve their creative goals.

Whether you're just starting out in 3D art and animation or you're an experienced artist looking to take your skills to the next level, I'm here to help you succeed. With experience in Blender and a variety of other 3D software,

I'm well-equipped to guide you on your journey to becoming a proficient 3D artist and animator. So let's get creative and bring your wildest 3D dreams to life!

And hey, if you're feeling adventurous, maybe we can even animate a few dinosaurs together. Just ... See full profile

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Transcripts

1. Introduction Class: And welcome to the new plant. Of course, my name is Dena, and in this course I will show you how to model a rig and animate hand character using Blender. We are going to cover all the basics and beginner step on how to create a simple character and animation in Blender. Firstly, we will start modeling the character. And for that, we will need to use some of the modifiers and also simple meshes. Once you've finished modelling the hand, we will add that the bone that is peeking out of hand. Once the model is done with all its features, we will then cover the first steps on how you can regard character and how to attach Rick depth we will create to the mesh after we are done with the rigging our model, and it will then start animating process. Firstly, we will set our camera to the scene in which it will then render out. And after that, we will animate the inpatient movement of the hand by adding key frames to the dope sheet. After you finish animating, our model is going to be time for the materials for which we will use basic materials and later to see the character in its fullest slide, we will import HDRI entry. We'll finish the course. At the entry, we'll play around with the final render settings. At the end, you will have amazing animated character done in less than one hour. You will be able to animate it further and post it to your social media or share it with your friends. Discourse is mainly for beginner because we will cover all beginner steps on how to create a fully functional character. But if you're advanced 3D artists, it can be a helpful for a quick exercise. Have fun and enjoy. So let's hop on to the video guys. See you there. 2. Modeling The Hand: Everybody and welcome to our first he didn't discourse. So as you can see it currently I'm working with Blender version 2.92. But if you can get anywhere from about this, you should get it because of, it's always best to work on the latest version because of the new features and bug fixes as well. So let's go and create a new file. And here you can see our default scene. I'm going to turn on my screencast Adam. So right here in this left corner, you will be able to see all the sofas, shortcuts that I'm going to use in this course. So here I'm going to go and select our cube and I press tab to enter in edit mode. And we are going to use this default cube to create hence from it. So I will press number 1 to go in front orthographic view, and I'll press S and Z to scale it on the z-axis. So to about here. Now I will move here and weed control and air. We will be able to add edge loop in the middle. And by scrolling up, you will be able to add more and less IF is called Down edge loops on your model. So here I will add two edge loops in the middle. I'll press right-click to cancel any movement of that, of those two loops. And if you move to the side, you can see those three phases. Misspeaking go and extrude them for our fingers. So I'm going to go and select all of these fingers. And here, hold left shift, left-click. And I'm going to open this menu under extrude. And here's option, which is called extrude individual, which was, which will allow us to extrude all these phases as in the individual. So here I'm going to go and use this yellow circle. And now I can press shift and error to repeat the last action. Or you can find that option under Edit and there's option repeat last. So here I'm going to go now in x-ray mode and our modern top orthographic view by pressing F7. And this time I'm going to use this vertex selection. So here I will go and select this top part anti-party index to move it to the back to about here. So something like this. And here I will go and extrude this for our tongue. So breast e to extrude and here I will go and rotate it. So something like this is going to be just fine. So make sure that you are having almost the same size of this phase as those here on the top. Because we want to maintain the same size of those phases, because we wanted to have almost the same size for each finger. So now I'm going to go and add a subdivision surface if number of sedation to, I'll press right-click and change shading to SMOTE. And here you can see that you already made fingers. So I'm going to go and select this face here. And I will go and extrude it two times like this. Don't worry. Later on we are going to adjust all of this. And now I'm going to go ansatz the Select. Actually I'm going to give this time faces based selection. Let's go and turn off x-ray rent. Now here I'm going to go and delete all these faces here. And I will press X. And here we can go and delete all these phases. Now I'm going to go and select this edge loop here. And here we can go and extrude this on the backside like this. But before that, I want to go and select those vertices here. And I want to make them a little bit more rounded. This. And here we can go now select this edge loops by pressing Alt and left-click. And I'm going to go and extrude it on the x-axis like this. So next, I will go and scale this a little bit down. And I will go and extrude it one more time. And here I want to close these gaps. I can press E to extrude, right-click to cancel any moment there. S to scale it to suit one more time, right-click to get some moment S to scale. And here I'm going to just have to fill that hole there. So now I'm going to go and adjust this a little bit better. So here I will go in x-ray mode. And here let's go and I'm going to go this a little bit to the back. So here we can go and move this. And now I'm going to go and select dump, and I'm going to go move this a little bit down. Let's go and also rotated. I'm going to go and select this. And I will move this a little bit there. So to about here is going to be just fine. I'm going just a little bit like this. And here we can go and select all this S and X two skeleton the x-axis. And let's go and move this a little bit in the front. So as you can see, we are almost done with muddling our hand. And if you want, you can go and exceed increased number of subdivisions to make it a little bit more smoother than it is. And now here I'm going to go and select those two. Actually here on this bottom side, I'm going to go and select all those two vertices here. And they compress g index to make this hall for the pop like this. And now everything should be just fine. So that's it about this video. Stay tuned because in the next video we are going to add bone that is coming out of this hand. So see you there. 3. Addin The Bone: Hi everybody and welcome to our second in the discourse. So as you can see here, we are done with modeling our hand, and now we should focus on the bone that is coming out of these hence. So first I will go and press 1 to go in front orthographic view. And with Deb, I would like to see next week in edit mode and video X-ray. I want to go and pull this slightly up because I want to make this handle a little bit flattened. It, it was before. And now we can go back out of edit mode and turn off x-ray as well. And now I want to rotate this for the 90 degrees on the x axis. So press 90 and also I will write it for 90 degrees on the y-axis. So now this is facing towards us. So I'll press also G and Z to prove not to move this up. And now for the bone, I want to add a cube Darcy. And immediately I will go and edit mode control and there to add edge loop there. And I want to get rid of this half here. And immediately, the next step is going to be adding mirror modifier with mirroring on the x-axis. And don't forget to turn on clipping as well. And the next is going to be adding sub-division. So make sure that you are having mirror modifier on top of your on top of your subdivision surface modifier in modifier stack. So let's go and add two to two sub two subdivisions. And now I'm going to right-click to finish shading from flat to smooth. So now I'm going to press G and C to pull this up. I will go out of x-ray mode here. And let's go and scale this down a little bit more like this. And now we can go in X-ray one once again in edit mode, select this top part. And here I'm going to go and extrude this on the z-axis like this. I'm going to switch to normal extrude. And let's go and extrude it one more time onto z as well. And here I can go and select those two vertices on the side. But because we are in edit mode, in x-ray mode, we can go and select the back as well. And here we can go and extruded here. And I'm going to extrude this one more time. And here we can go and also go to the side. You can see I'm going to go and add edge loop there. And now I want to go and make this more rounded. So I'm going to use out to select those edge loops there. And twice g I can go and do edge sliding as well. So let's go out of x-ray mode and to see how it's looking. And I'm going to move it a little bit closer there. Now we can go and scale this all on the y-axis like this. To make this more rounded there, I'm going to pull this here in the front. And now we can go and adjust this top a little bit better than it is right now. So here, I'm going to go once again there and we can go and scale this up like this. And here maybe we can go and move this down. And now we created this song. The only thing that you can do is we can go and move this slightly in the front like this. And now it's a little bit too big. So I'm going to go and select all of this here. Skill down, and now it's looking better. So now we are done with muddling our hand. So maybe the only thing is we can go and scale this a little bit here on the x-axis, on the, on the y. And now I like this bone there. So maybe we can go and also scale this a little bit down to make this more on shape there. And now everything should be just fine. So now I'm going to go and apply this mirror modifier here. And now I want to join those two together because in the next video we are going to rig our hand and prepare it for the, for the animation. So first I'm going to go and select both of these. Actually, I'm going to lower down number of subdivisions here for hand. Select both of these and Taiwan to make this as one object so I can press Control and J and join those two together. So now we have only one piece here and you can see it here. We can go and rename it by pressing twice in the same collection. So I'm going to rename it as a hand. And now I want to go and return my origin point of this in the middle. So first we will need to return our, our 3D cursor in the middle of our grids so you can press shift and see, return it in the center. And now I can go and select hand. And with the right-click, I want to change doctrine point to be where the 3D cursor is. So right-click set origin and the origin to 3D cursor. And now you can see this orange dots, which means that Arjun point of this hand is going to be there. And the next step that is going to be necessary before we continue with the rigging is by pressing N, you can go onto item and you can see that we have some values here. And I want to make sure that you have all the locations, rotation and scale applied so they can go under object. There is optional apply. And we can select all transform. And now everything here is 0 and the scale is number one. Also, you can press Alt and a shortcut. So here you can also buy location, rotation scale, and ultrasound as well. So that's it about this video. Stay tuned because in the next video we are going to reach our hands. So see you there. 4. Rigging The Character: Hi everybody and welcome to our third video in this course. So as you can see, we are done with modeling core hand and there is one adjustments before we continue intriguing, I want to do. So here I will go in and select my hand, go in and edit mode and switch to Vertex selection. With the X-ray on. I'm going to go ahead and select all this and press G and Z it to move this slightly dark and hit Control. And I want to go and add one more edge loop for each fingers. So now they look a little bit more rounded than before. So now for the rigging, we are going to use a tributary can find under shifting a and here's an amateur. Right now we cannot see anything. But if we go under Edit Mode, which we can press step must have selected are amateur. There is option in object data properties which is called in front under view-port display. Now, if I, if I check this in front option, we can now see our arms are here. So no matter where we are now in our scene, we can see our armature or no matter how, if you have mesh or anything else on top, we will always see this in front of other, other, other objects on our scene. So now I'm going to go back in edit mode. And here we can see our single armature or single bone here. So basically, with this bone here, we are going to create the rest of the skeleton here. And later on with that skeleton, we will animate our mesh and is going to be much easier than moving all these vertices behind the geometry that we created previously. So first, I'm going to select this bone here, enter the GNC, we can go and move this up. So here if you're ever in bone has a tail and head. So this is head and tail. And now I'm going to go and get tail here. And the GNC, I'm going to move this like this. So basically this bone, I want to control this mesh here. So make sure that you are following along and to try to understand how skeleton is going to behave and how it should be. So now here I'm going to grab tail here and press E. And here you can see that if you have single bond here, which we, which means that we are now able to extrude bones from, from other bones as well. So let's go and press E Once again. And now this bone will control this part here, and this bond will control this part here. So I will have a little bit more control on how this backbone of our mesh will behave later on once we want to animate it. So now I'm going to grab this, this head, and now I will go and press E and make one huge bone here. So basically this bond will control this area here. And now we need bones, four fingers as well. So I will go and select this bone here and with the shift in the weekend go and duplicate it. Now you can see that we have this dot line, which means this is apparent of this bone here. And we don't want that. So I'm going to press right-click and there's option parent. And now here we can just simply clear and clear parent and now that's disappear. So now we have single bone here and I'm going to scale down to mesh the background. Or our mesh with small d slightly down. And now if we select this point here, we can press right-click and there is options sub-divide on top. And in this menu here, we can see that number of cuts is one, and I want to have three bonds for each fingers. So now we can see that we have three bones and now we can select all of this. And with the shift in D, we can duplicate on the exome going to lock down on the x-axis. Let's go and repeat it one more time. And now for the top, I'm going to use the same. But this time I will go and rotate and also scale down a little bit. So something like this is going to be just fine. And now here there's a new option must be select amateur. There is option post molds. So in pose mode, we are animating our break. So here, now if I go and for example, a rotate, this, you can see that this bond is controlling all the other ones here. And also this bone here is controlling this one here. This bone will control only this bond here on top. And this bond bone control only itself. So basically what I want, I want this bone to control all the other bones as well. And we can do it by parenting all the oldest top of bows to this bond here. And we can do it only in edit mode. So I'm going to call back in edit mode. And now I will select all these bones by holding Shift. And the last born, I wanted to be sure that I selected this bond here. And with control MP, they can just press keep offset. And now you can see, for example, if you call it in pose mode and select this bone here, press air. You can see that this point is controlling the rest of the bones. So now let's go back and edit mode. And here I will go and pull this slightly up with G and C like this. And now I'm going to go and move to the side. And here you can see that we can go and move this a little bit in the front. So actually I'm going to keep everything, think here as it is. Maybe a little bit in the front like this. And now I'm going to select all of this. Make sure that you are in XA mode and returned slightly back like this. So make sure that you are having your skillet or your armature inside of your mesh. And now we need to attach the the armature to our mesh. And the process is called weight painting. So the easiest way and the simplest way is going to be to do automatic weight paintings, which means that Blender will do automatic fade paintings for us. So we can do it by pressing, selecting our hand first and later on you the shift, we can select our armature. And now with controlling p, We can see that we can go and parent. The parent is as object or armature deform or with empty groups, which means that we will need to do manually. We're painting or we can go and set with automatic payments. And now if I go and going postmortem and for example, select for this bone here and press OK. You can see that the mesh is following. So now I'm going to go and show you what the debate painted. Guess so I can go and select my mesh here. And we'll invent. First, I will select my amateur actually and hold Shift to select our mesh. And now we can go in vase painting here. And now in this object data properties, you can see that you have these vertex groups. And now you can see that this bone, which is called bone, will control this area here. And now, if you scroll down, you will be able to see all the other bones and which segments are controlling. So for example, if you want to repair anything, you can go and here, F to add and this area, or F to subtract. And basically blue means that this sulfur example, I'm going to select this top bone here. So this is bone, bone. So this is the name of the bone and it's called bone. And here you can see that red is meaning that this bone is affecting this area at the most. And the blue means the this bone is isn't having any, any effect on the rest of the mesh year. So basically if I add something here, this bone will also control this area here. So I'm going to go and press Control Z to go back. And now we are ready to animate our character. So that's it about this video. Stay tuned because in the next video we are going to pose our character and also add camera. And later on we will add ice and continue with animation. So see you there. 5. Modeling Eyes, Mouth and Tooth: Hi everybody and welcome to our fourth video in this course. So now you are going continuing with the modelling eyes and also malt and so on. But before that, I want to show you how you can rename your bone so you can go and select your armature. And in edit mode here is our bone option under this Properties menu. And for example, I'm going to go and select this top bone here and let's go and rename it. For example, had bone. And now if you go out of edit mode, the object mode, and for example, you select the mesh and under Object Data Properties there is had bone. So that's the way how you can make your how you can rename your bones. And also I want to mention that once you attach your armature to the mesh, the mesh will contain another modifier in your modifier stack, and that one is armature modifier. And make sure that you put your amateur on top of subdivision because you're going to be much easier to control their IQ later on. And also I want to create number of subdivisions here to tree. So next I'm going to go and add the plane with the shift in a. So we're going to select plane. Let's go and scale it up. And now I'm going to go and press Add minus 90, x minus 90 to rotate it on the x-axis. So the second, so like this. And now I'm going to pull it up like this, make sure that it's lent on, it's on the floor Flavius. And now I will press 0 to enter in camera view. And now with the shift and key above tap or next to one, you will be able to enter in flight camera mode. So now you can use your keyboard to fly around. And also, for example, if you want to increase the speed, you can go and scope up and down. And for example, if you want to move up and down, you can use Q and a. And that's the easiest way how you can navigate video camera around on your scene. So let's go and position it on the top like this. So I'm going to go and move it on top. So to about here. So this is going to be position of our camera. And now let's go and continue with modelling the ice. So with the shift in a, I'm going to go and add a UV sphere. And here I'm going to lower down number of segments to be 16. And here, number of rings I want lower than to be eight. And immediately I want to add mirror modifier because once we enter in edit mode and Reggie domain, we can decide to be able to see two eyes for our character. Next, I want to go and also add a subdivision surface modifier with numbers have digit 2, and let's go and change shading to smooth. And now I'm going to go and press. I will go back into edit mode. And here I will go and move this up and press f, x and 90 to rotate this for the 90 degrees like this. Make sure that you're having mirror modifier on top of your subdivision. Now, I'm going to go and zoom in and here with the face election. But first I'm going to go actually on the side, on the right of the graphic view by pressing G and S and Y, I will go and scale down on the y-axis. And now I will go and deselect everything and with the seed, I will enter in circle selection. And by the way, you, you, you, you can see this circle around your cursor. And that means that your brush size, which you can increase and decrease by scrolling up and down your mouse fill. So I will go and select all these vertices faces here in the front like this. And now I will go and only deselect this here and this one here by pressing middle click. So that's the way how you can deselect in, in blender with the circles selection. Now, I will go and press. Actually, I will go and deselect all this around. And now I will select on this here. And now for the pupils of the eyes, I will go into duplicate this with a shift in DIY, movement in the front on the y. This a little bit. And here I will press P to separate this from the rest of the mesh. And now we can go and select our pupils here. So I'm going to go and select there. And to G and Y, we can go and for example, just extrude it a little bit on the y-axis. So something like this. Now I will go and move this inside, like so. And now we have pupils for the, for our character. Now we can go and select all of this. And here I'm going to go and rotate it for 90 degrees like this and place it where they should be. So here I'm going to go in top, in top orthographic view. I'm going to scale this all the way down like this. And here I'm going to hide amateur for now and try to place it's where they should be. So I will go and scale this just a little bit more. Now, I'm going to go and go in front orthographic view. And here we can go and move this slightly insight. Let's go on the other side as well. And here we can go and rotate it on the y ends with G and Z. I can go and move this slightly inside a little bit more. Let's go and pull this a little bit on the y. And now I'm going to go and move this a little bit also down. And we place our eyes for our character. So we have those cartoonish eyes for our character. And next I'm going to go and make mouthpiece. So with the shifted a, we can go and add curve. So this time I'm going to use circle. And here I'm going to turn off x-ray overly into the GNC. I'm going to pull this circle up until you go into edit mode. You can see that we have those four points. And there is option, new option which is curved properties here. And if you go under geometry, you will be able to find bevel. And here we will be able to bevel this. And now we can go and for example, use g and y. And you can see how easily we can go and create cartoonish looking looking mode. So we just simple curve. So I will go and position it. Where it should be. So I'm going to go and scale this down. You can play with, with adapt as well. And also I want to go and scale this on dx. And I'm going to move this slightly insight soil press G and Z to rotate it to lay down on the mesh like this. And for example, here you can now play how, how, which, which kind of emotion you want to have on your character. So for example, here, we can go and scale this down and up. So I'm going to go select all of this. Let's go and scale this down. So like this, let's go and scale this a little bit on the x and z and y to make it a little bit set like this. And I'm going to go and position is a little bit more down so we can press G and Z to actually let's go and go into an orthographic view and I want to add to it in between and in between top and bottom lips. So here I will go and move this up with G and y. Let's move this slightly down. I'm going to go and scale this a little bit and move it here. Let's move this one there. And now with the shifting a in object mode, I'm going to create new cubed arsine. Immediately I want to add subdivision surface modifier it down the subdivision 2. Now I will go and scale this down. Right-click to turn shading from flat to smooth. And here we can go and position it inside. So it can go and scale this down. And here with control and direct, we can go and add edge loop there and here as well. So right-click, I'm going to change Argent to be in the center of the mass. And here we can go and scale this on the why. And maybe we can go and add one more edge loop there, G and Z to place it inside. I'm going to move to the side so we can see. So to pause here. And we can go and scale it a little bit on the Y. So something like this is going to be just fine. And also a one now to go and add one more plane inside because I want to, to paint it black there. So it's shifting a, I'm going to get plane there. And here I will go and scale this down like this. With the Gen Z. I will move this up. And here I will go in x-ray mode. And now I can go and just move this down here. And I'm going to go and extrude it there. And also here, insight like this. Make sure you hide all of this. So I'm going to go and press G and Y to go, to place it inside. And here I will go and add a subdivision surface modifier and Taiwan to be shared that we'll be able to to add black color there. So I will switch to material preview. And here for material there, I'm just going to use black material. And I would keep that one as it is. So that's it about this video. Stay tuned because in the next video we are going to animate our character and also we are going to attach eyes and mouth and for the rig as well. So see you there. 6. Time for Animation: Everybody and welcome to another video in this course. So as you can see, we are done with modelling eyes and also we added to it and also malt base. So now I'm going to go and apply mirror modifier here for the eyes. And also I want to do the same for the glucose as well. And everything here should be just fine. We can go and just scale this took a little bit more like this, and now I will go and unhide our armature. So now we need to attach the eyes and also the rest of the measures that he created later on to our egg. Because now if you go in post-mortem, once you select your amateur and for example, move this, you can see that everything is moving except eyes, pupils, and also mult and tooth as well. So the way we can add and the test sheet is by selecting all of this with the shift. And the last one is going to be the armature. And now we can go and post mode. And here I'm going to select this bone here, the road bones of the hand. And we can press Control MP and I'm going to set parent to the bone. And now for example, if you go and rotate this, you can see that it's also moving along with the rest of the mesh as well. So now I will go and press 0 to enter in camera selection. And here I'm going to go and position it a little bit up like this. And now I will switch to an animation workspace here on the top. So now here I'm going to start with animating our character. So the first thing that I'm going to do is I'm going to lower down number of the frames here. So let's go and make it a 25. Now we can continue with our character animation, but before that, I want to jump back in object mode. And also I will select my camera here in the Scene Collection. And now in this camera properties, in Properties menu here there's option called face part out under view-port display. And I'm going to pull this all the way till one. And here now I will be a, not be able to see anything except up what this camera seeing and what is going to be rendered outside will not be distracted by our blender scene. And also there is compositing guys visually can turn up. And we will need to have this overlays turned on, on our scene here. So for example, we can turn on center and now you'll be able to see the center of your camera here. And also, for example, you can turn on the third option, which is always useful. So I'm going to leave those two as they are right now. And now I will go and select armature and under Object Mode, I will switch to pose mode. So I'm going to switch to pose mode. And right now I'm on my first key frame here. I'll press a and here on. Actually we don't need to select anything here. But I'm going to create the first pulse of that inpatient hand movements. So here I will go and select all these three bonds by holding Shift and left clicking them. And now I will go ahead and write orthographic view. And with G and Z, I'm going to move this up. And saw here on our first frame, we are going to create the first pose of our character. Now I'm going to press F to rotate. And now I will also bent those three as well, the second bonds for our finger. And I will go and press Enter once again. Now I will switch and select those three bonds on top. And with G and Z, I'm going to move this just slightly in front, like this. And now I can go and focus on this stamp as well. So here I'm going to go and rotate this one slightly. And here maybe we can go and rotate this one as well. And so this is going to be our first pose and also make sure that your character is hitting the ground there. So here you can see this. You can go a little bit over like this. And also for the dump, I'm going to keep this one here like this. And now we can go and press a and i ae for selecting everything and I for inserting keyframe. And here we will be able to select to insert keyframe on location, rotation, and scale for all our bonds. So for example, if I go and select that had bone, the type previously renamed, you can always rename the other bonds, but it's not going to be necessary for this course. But just, just simple reminder is going to be much easier later on when you have more complex and you get to do renaming all the stuff that you're creating. So as you can see on the head bones, we have different difference. So we have 44 location, we have for rotation and also for scale. And also we have four other bones as well. So I'm going to go and get the second pose, which is a top posts for all our fingers. So I'm going to go and now turn on this option which is out the kink. So now I will be able to key frame to insert keyframes for each bone that I changed. So for example, if I go and try to decide, you can see that we have now a keyframe for this bone as well. So now you can see that it's moving like this. So I'm going to go and remove that one. So I can press X and delete. Delete, delete key frame there. So I'm gonna hanging out talking, turned on, and now let's go and create the first pose. So let's go for example, i'm, I'm going to go here on the 13th frame and here I will press G and Z to pull this up. Here I can go and rotated this one as well, like this. And now let's see what's going on here. So you can see this is lifting up. And also I want this to be lifted as well so I could press G and Z and rotate this point slightly like this. So let's go and play an animation so you can see it's lifting up. And for example, we can duplicate this one here by pressing Shift and D. And now if I play this animation, you can see that it's coming back. I'm going to remove this back. This back. I will remove the keyframe that I duplicate because I will need to select a to select everything. And now with the shifting D, we can go and duplicate. And this time all fingers will come down like this. So let's go and pull it all the way till here. So maybe 24th frame. Let's keep it like this for now and now we will need to create an emission for each finger. So let's go and focus on our first finger, which is pointing finger. So I want to disrupt fingers to be the highest that it's going to be lifted up, entered the earlier. So I'm going to go and select this and refresh G to move this back here like this. So now if you press 1, Let's see what's going on here. So you can see that this finger will be higher than earlier, like this. Now, I'm going to go and select the second, the second, second, or middle finger. And now this one can go a little bit slower. Or actually let's go and focus on this first one. So this finger will state the most in the air and we can go and for example, rotated this one slightly like this. So let's see how it's going to look like. And now it's looking a little bit better. So maybe we can go and rotate this one as well, just slightly like this on the 10th frame. And maybe we can go and even move this a little bit higher. So we can press G and Z to pull this up a little bit more. And now it's going good. So now we can go and focus on this middle finger. So this one will go next and we'll return earlier than point fingers. So here I will go and I will go in right orthographic view. And here I will rotate this one and this one here. And let's go and see what's going on here. I'm going to go actually and select both of these and with G and Z and I'm going to go end. I will do it manually. So here I'm going to move this keyframe there and also this one here to see. So you can see that now basically this finger will be later in the air. And I want this finger to come earlier then the point fingers. So I'm going to go on the 20, 22nd frame here. And now I will select this bone here, and I'm going to press G and move it there, also this one here. And for the third bone as well. Let's go entertaining there. And I will best now want to go in front orthographic view and let's test it out. So this one will now stay a little bit there and it will come earlier than the previous one. So you can see it will touch the floor earlier than the point finger. So something like this is going to be just fine. I'm going to go and turn off, turn on back overlays. And now here for this point finger, I'm going to go and move this keyframe here on the, on the 20th six frame, or actually I will keep it on the 25th frame. I will do for this second bond as well by pressing G and move it, moving there. So let's go and see if everything is correct. So I'm going to play it slowly like this, and now it will hit the lane or the ground. Only here. So now let's go and focus on the pinky finger. So this finger will not go that much high. So I'm going to go and I will go on the 30th frame. I will rotate this one here. And here we can go and tractate this one. And this one here. Solid this and this finger will stay, will touch the floor first, those three fingers there. So here I'm going to go on the 20th frame. And for each this finger, I will go and move that keyframe by pressing G there, also this one here. And the last one is going to be this one here. So let's go in the front orthographic view, turn off overlays and slowly see how it's going to look like. So like this is going to be just fine. Let's play this animation here. And we have that cool movement of the fingers. So maybe this point finger, pinky finger, we can go a little bit higher than right now so we can go and rotate it on the 13th frame there. Don't forget that we are having out the king turned on all the time. And now it's looking much better than before. So nice, It's nice. And now we can go and for example, you can play with this bone here. So for example, once it's up, so it's going to be this framed here, or the 13th frame, which is the middle frame there. We can go and press air and for example, rotate on the right orthographic view and also slightly bent it there just to add a little bit motion there. So something like this is going to be just fine. Maybe it's a little bit too much in the air so I can go and lift it up a little bit to there. And now I'm going to focus head bone as well. So I will go on the 13th frame and here I will go and press R to rotate it there because I want this to rotate forward once it's in the air. So now it's looking, it's looking much better. And we are done with animating our character. So the only issue that we are having is this mouthpiece here because it's entering there. So I can go back out of edit mode. I can go and post mode. And here I will go in edit mode, press a to select everything, and I can go and slightly pulleys, they're in edit mode and also we can go and do the same here for bone and also that plane that is inside of the mouth. We can go and select all of these. I'm going to turn on x-ray mode and I'm going to lift it up a little bit. So something like this. And you can see that this is entering in the inside. So I'm going to focus on this plane here. I will go and rotate you there. Let's see. Actually I'm having keyframe there. Turned on out the kinks, I will turn off here. And here I'm going to go in edit mode. And let's go and lift this up. And now it will stay there all the time. I'm going to go and do the same here for our good lifted up, make sure that this is inside. So I'm going to go and add just simple read material to see if everything is okay there. And also I want to mention that, for example, if you want to create another animation, we did this character and have that animation at the same time. With this animation, you can always go here under the dope sheet and fish to action editor. And for example, here we can go and call this animation as our basic animation. Basic. And if you want to create a new one, you can pass here to create a new one. And let's call this new animation. For example, here we can go and select, Create, select our amateur, go in pose mode. And for example here we can go and rotate this slightly. Press I to insert keyframe here. And for example, if you switched it back in basic, you can see that now we don't have key frame there on this bond here. But if you go here in, under new animation and play it, you can see that we have that bone mode to decide. So basically, I'm just showing this as an example, how you can get a different animation with only one character and have it all, and have different animation in one single blender file. Instead of creating different files for different remission with action editor, you will have all your animations in one vendor and you can modify and deck, and you can edit them as you go. So for example, if you want to have character that is running and walking and hitting something at the same time. You will have that control with an action editor. So that's it about this video. Stay tuned because in the next video we are going to add materials, add lightening, and prepare our, our animation for final Ananda. So see you there. 7. Materials, Lights and Final Render Settings: Welcome to our last video in this course. So as you can see, if I play this animation, you can see that you are done with modelling can animating our character. We got final result here. And now in this video we are going to focus on materials, lights, and also final render settings as well. So let's go and fish to layout mode here and here I would like just to select my default point light and I'll press X and delete because for the lightning, I would like to use HEDIS. And now you can go on age data and get your HD rise. So if you go here on HDR, I haven't dot com, you will have different environments, different images that you will be able to use for your scene. So we can get any of those. I got few of those. So for example, if you select any, you will be able to select and get for free different resolution as well. So let's go and switch back to Blender. And now I will switch workspace from layout to shading. And here by default this object Enter, you will need to change this world. And to now we have this background plugged-in in volt output. And now we will need Environment nodes. So with the shifting a, we can search for environment texture. I'm going to place it here. I will connect to background image and I will press Open. And as I already mentioned, I got mine here, different kind of of Edge device. So I will try with this one. And also now I want to go under Edit preference and make sure that I have my Node Wrangler Adam on. So I already got here. So make sure that you are also having this Node Wrangler hadn't turned on. So you can select this texture here and press Control and D to bring immediately mapping a texture coordinating as well. So now we can go and switch up our render engine. I would like to get better results. I'm going to cycles and I will pass a 0. And now here I will go and turn on rendering view. So here you can see how it's going to look like our final render. And also if you want to change the rotation of the world around, you can go and just change here by rotating this z, the z direction here. So I'm going to keep mine as it is for now. So let's go and switch to material preview, and now we can go and select ice. But first we will need to change back from Vault to object. And then on overlays, I'm going to hide my armature for now and for the eyes, I'm going to press new material here and I want to go and just apply black material there. Now for the hands, I'm going to go and select the hands here. We already got to this basic material. And now from the hands we can go and change to some human color. So something like this. And you can see that we also have our bone the same on our one we have the same material, so we will need to go in edit mode, press L to select linked object. And here, under Materials, I can go and create a new material by pressing plus nu. And I will need just to press Assign anti already cut the white bone here on top. So now let's go and switch to render it you to see how it's going to look like. And I would like also to go and add some subsurface color. So which means it's going to be a little bit a little bit transparent. And also, for example, I'd like to use this red color for the subsurface color there. But this time I'm changing only the bone color, so I will go back, I mean, mistake there. And here I will switch back to material of our hand here. And for the subsurface color, we can use red here. And I'm going to add this a little bit. This subsurface. I'm on the nodes, so you can see this. You already got human, human color. There is already looking good. And for example, we can go and switch here a little bit to make it a little bit lighter and lighter than it is. And I will get good results with this one. Maybe this one can go a little bit lower at something like this. Now, let's go and see how everything is looking. I'm going to turn off overlays. And also for the eyes, I'm going to select them, press new material and here you can go and change the materials of the ice. But I'm going to give this one white for 2D as well. We can go and find here material. So this is material 0, 0, 0, 4. And also you can go and add materials also for the background. So you can add, for example, something like this. Maybe we can go with a blue color. So I'm going to keep this one as it is for now. So I also want to animate my camera here. And here I will select my camera and I will switch to animation here. Now, here we can see the preview for our camera. I'm going to switch to preview mode and I'm having my camera selected. So basically we will need to insert, we will need to insert keyframes and the cameras I will press I to insert location, rotation and scale. And here with the shifting D I will duplicate on the 26th stream because we want to make it look. And for example, here on the 30th frame, we can go and press Shift and the key, key above depth. And with that, we can turn on flying navigation mode. So for example, I'm going to zoom in a little bit, press R for rotation and scale. And now you can see that we are having this camera movement that is zooming in. But this is way too much. So I'm going to go and delete that keyframe here, and I want to insert another one. So I just want to have settled. Settled zoom to zoom animation on our cameras. So I will zoom in slightly. I'll press I to insert location, rotation and scale. Let's play this animation. And for example, let's find out if we can add also rotation as well. So for example, we can go and Okay, So we are not going to add any, any rotation there. Maybe we can go and slightly move this on the why to the side. Let's try and replace keyframe there. So you can see this is going to become the side. I'm going to introduce that. So I will remove keyframe there. And also I want to change interpolation mode. So I will select all of these keyframes on my camera press T. And here we have different interpolation mode. So interpolations are basically the speed and the way how it you're an emission is behaving from one keyframe to another. If you weigh on constant, for example. Now you can see that it's only zooming here on the 13th and it's not going to, you, you will not be able to see anything, any transition between keyframes. So it can go and press D change to linear, and now it will go and do it a linear with the same speed. And also you can go in, for example, US bonds mode. So you can see what's going on here or something like this or back. But I'm going to use linear for this now. And now let's go and continue. So I will switch to render it you here. Let's see how everything is looking. And I think I'm going to change now shading a little bit better than we have right now. So I will switch here to render it. You see SSH from avec to back to the world. And let's go and try this on the z. So let's go and use 120 here. 120 one is going to be just fine there. And I would like here to have lights, light source that's coming from this side here. And now let's go and focus on the final render settings as well. So I will switch here on the layout mode, press 0 to enter in camera view. I'll play this animation one more time real quick, quickly just to see if everything is correct. Let's switch to render a view. And also, for example, you can go now here under Render properties. And there is an option called cold color management. And now we will be able, for example, to change the look. So for example, you could turn on this to be a high contrast. Or if you want to, very high contrast you can use as well. You can play with exposure and gamma. And for example, you can use curves. And here you will be able to control the color by using this curve. But I'm not going to use this method acting this default is going to be just fine. Now, here, under, under Output Settings, you'll be able to change the resolution. I would like to use mine as it is already so full HD, HD, so 111000920 by 180. Here you will be able to determine a frame rates. So 24 is going to be just fine default one. And if you want to have a little bit smoother animation, you can go up to 60, but it's going to be just fine to use 24 frames per seconds. And you can see that our animation starting from frame number one and its ending until 255. So it's going to be just fine here. And now for the file format, I'm going to use a Vijay pick and quality I will increase to 100. But if you want immediately you can render as an mp4. But this time instead of a JPEG, you will, you will need to use FFmpeg video. And here under encoding, you will be able to choose different video codec and output quality. You should always keep this one as a high quality. So as I already mentioned, I like AVI format because it's getting, I'm getting always good result Av. And also here you will be able to select your file where it's going to be saved. Call it animation. And I'm going to accept it. And now you should go and press Render and their animation you're rendering is going to begin. Also, I'm going to go back once again under Render Settings. And here I will also enable motion blur as well. Because it's always good to add motion blur and it's adding some angled filling to your animation as well. And also now you can go and preview the whole animation and check if everything is okay. And here you can see that we need to also change the material here on the top. So let's go and select our hand. And here I'm going to press L to hide my bone, to select a bone and press H to hide it. And now here I will go and face selection. And we see with circle selection I can go and select this top. And let's go under Materials, create a new material with the plus. And this time we can go with the pink myth color like this, rest assign. And now without and age you can unhide it. And now we got to that meat. Look for our hand as well. Now I'll press 0 to enter in camera view, press play to play, and the whole animation and to see if everything is correct. And by the way, you can always play with camera a little bit more. So for example, you can see this type is set to perspective and you can always change to orthographic view if you want to get out a little bit different result. And by the way, you cannot animate the zoom-in effect with the orthographic view, you will need to use this orthographic scale. So instead of having those keyframes, you will need to insert keyframe here. After that, you will press right-click Insert Keyframe. And for example, you can change it here, press right-click and set another keyframe on top of debt. And let's see, ferritin is correct so we can start rendering current mission. Let's return our camera from orthographic two perspectives once again. And here also, don't forget that you can always increase render samples. But for this kind of animation, I think this 11028 is going to be just fine. And also if you want to keep go always render it as AB. If you wanted to do, see the quick results and to see if you have any mistake with your animation. So there's few things that you need to have on your mind when you are working with their emission you, you also, you should always check if you're out to kink is turned on. So if you have any problem, check if you, if you have that out the kinks, check all the keyframes around. And also, don't forget that you need also to optimize your render render settings if you want to have a good results in the end. So right now I'm going to go and switch back to cycles and the Render, Render Animation. And now my rendering is going to begin. So that's it about this course. I hope you had fun and I will see you in the next course. Bye.